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Tuesday, August 31, 2010

Real life got you down? Feel like someone hired Pandemic Legion to drop their supercap fleet on your head? I'm feeling that way myself with the hours I'm putting in at work over the last few days. So I decided I'd start posting some of my favorite videos so all I have to do is visit the blog when I need a break.

The first video is a tribute to the faction warfare fighting between the Gallente and Caldari militias (with pirates nosing their way in) in the Blackrise region. Definitely a classic video with a great soundtrack. Enjoy!

Monday, August 30, 2010

I saw a slightly amusing debate in the Crime and Punishment section of the Eve Online forums. The OP claimed that suicide gankers contribute to global warming. Well, I guess EVERYTHING contributes to global warming, so why not suicide ganking in an internet spaceship game? And as in real life, this claim brought out some detractors.

The first was from Rentable Muffin, who provided a chart that indicates the opposite. More pirates equals less global warming. Remember, if it is in a chart, it must be true. Especially if the chart is on the internet.

As if they have more hours to spend on the game to make up for their losses ...

Even if they would, griefers would easily compensate that by making people quit the game and/or rage log. Also the graphics cards and cpu's of ship spinning war targets consume less energy than in-space gameplay. So in fact ... suicide gankers and other forms of 'grief play' mean less of a carbon footprint for EVE's total player base.

Suicide Ganking = Lowering the Carbon Footprint one Carebear at a time

Troll Brigington predicted the name of Al Gore's next movie: "Inconvenient Gank".

And of course, someone used anecdotal evidence to argue against the OP. In this case Harrigan VonStudly...

LIES! Everyone knows if there was really global warming from man made activities, in this case claiming suicide ganks is the cause, there would be no more ice belts for carebears to mine in. I do believe Hulkageddon Mackinaw kills in ice belts puts a bullet in the head of your little theory here. Just saying.

Sunday, August 29, 2010

Although EQ2 Extended, the free-to-play version of EverQuest 2, is in "Soft Launch", the beta tag really still applies. EQ2 Executive Producer "Smokejumper" has released a couple of tidbits to keep players interested, or at least meet some of their demands.

Well, I was going to announce it later, but we'll be making classes available for sale to Bronze and Silver members soon. I don't have an ETA yet because the work for that is not completed or tested yet...but soon.

So that will change the matrix somewhat. (No more details for now. We'll launch full details when the work is completed.)

We'll probably make other tweaks as we go along. Extended is like a retail store in some respects. Changes will occur as we figure out what's right for the game and the business...but that's going to take time for us to watch and evaluate before deciding any further changes.

An issue near and dear to my heart concerns Station Access users. I've been looking at what I would get if I reactivated my SA account. Smokejumper wrote this on Thursday.

Station Access is for players that like to play more than one game. If you don't appreciate the current stable of games, there are a slew of new ones coming soon. (Chief among them is DCUO, which looks to be pretty playworthy.)

SA is for players that like playing more than one game. The fact that many EQII players are using it primarily for extra character slots is not lost on us. We're discussing making some changes in the near future to allow other options for folks that want more slots, instead of having to be an SA subscriber.

However, as far as SA players feeling betrayed somehow that SA doesn't offer more perks in EQ2X? Well...it does give you Gold membership. That's a perk over and above what an SA was previously offering, so it's definitely providing value to the SA subscriber.

Essentially, if SA was worth your money before, then it's still worth it now. We're not planning on any additional perks for SA subscribers.

Part of the reason I don't play on the EQ2 Live servers right now is that paying $30 a month so I can have access to all 9 of my characters (that's two extra character slots) on the live servers just doesn't make sense. But if I can purchase extra character slots on the EQ2 Live servers, I might go back. Then again, if EQ2 Extended really draws me in, I might reactivate my SA account to also get the Gold membership so I can sell items on the broker. Of course, if DCUO comes out and I like it, then a Station Access account really would make sense.

Friday, August 27, 2010

Sometimes Google searches just bring up some interesting items. Last night I discovered news about two upcoming MMOs.

The first involves Playboy. Playboy? That's right, Hugh Hefner's brainchild is now planning on entering the online gaming market. In addition, Playboy is teaming up with German online game publisher Bigpoint to distribute Poisonville, a gang-based MMORPG. The game just went into open beta on August 25.

(Note: The link to the game is workplace safe. I linked to Bigpoint's web site, not Playboy's.)

Right below the Playboy stories in my Google search was news of a game being produced by another German company, FIAA. The game? The Bible Online. Here is a description from the game's web site.

The Bible Online: Ch1. The Heroes is based on the first book of the Bible, Genesis. Players can meet and play the real heroes of Genesis, Abraham and his descendants. The game is designed for users to actually experience the Book of Genesis by fulfilling quests of Abraham, which is based on the true stories of the Genesis. As a MMORTS, players are to lead their tribe, build buildings, maintain resources and engage in warfare with other tribes. However, players do not stay in one place, but will go on a quest to go to the Promised Land. Players will lead Abraham’s tribe from Ur to Haran and finally to Canaan. The Bible Online: Ch.1 The Heroes also offers additional elements of RPG. When Abraham dies, Isaac becomes the tribe leader and after Isaac dies, Jacob leads the tribe. There are also quests for users to experience Genesis according to the history of the Bible. For example, as it is written in Genesis 14:13~14, there is a quest for Abraham to lead 318 men to rescue his nephew Lot.

For all you players out there looking at the games, FIAA will not be using sex to draw players into its game. Instead, participants in the open beta get a change to win iPods. Here are the prizes:

For those interested, the beta for The Bible Online begins on September 6. I don't have a financial interest in the game, but this is a game the rest of my family may actually be interested in playing. On second thought, probably not, but who knows? And besides, the juxtaposition of the two items in my Google search was just too good to pass up.

Wednesday, August 25, 2010

Earlier this month I set some goals to accomplish in Eve in my second year of playing the game. Early this morning I accomplished the first of the money making goals: perfect refining. Wandering Rose now has 6.69 faction with Core Complexion. With that set, I now have to figure out the next goal on my list to shoot for.

Tuesday, August 24, 2010

SOE is pushing out another patch today for EQ2. The only difference between the EQ2 Live and EQ2 Extended versions concerns the AA slider bar when a player upgrades to gold membership. Also the changes to the Mastercrafted tags on items is designed so that Bronze and Silver members in EQ2 Extended do not have access to items labeled Mastercrafted that are really Legendary or Fabled in quality. The version from EQ2 Extended is below.

MENTORING

Increased mentoring xp bonus given when mentoring another player.

The experience bonus for having players mentor you adds the percentage displayed in the tooltip rather than modifying the base experience from killing a monster.

USER INTERFACE

Dynamic icons on the world navigation map will now continue to update after reloading the UI.

Fixed an error in the maintained window causing an icon to become stretched.

UI Modders can now disable the snapping behavior of the XP bar by setting the “EnableSnapping” property to false.

When you upgrade to gold your AA slider will remain at 50 until changed and will not default to 0.

TRAVEL

All bell travel should now have an option to enter Freeport or Qeynos directly depending on your alliance.

ITEMS

Mastercrafted items that are actually better than Mastercrafted will now say so (such as MASTERCRAFTED LEGENDARY or MASTERCRAFTED FABLED).

(Fan Faire request!) City Tokens are now also worth status. Guildhall Commodities Exporters and Sanya the General Goods merchant at City Festivals will now pay 250 status points for them, if you don’t wish to use them to purchase festival goods.

The five mounts that were missing from the mount merchants have been returned.

The following mounts now move at +25% movement speed: Gorowyn Destrier, New Halasian Courser, Kelethin Courser, and Neriak Destrier.

The Skyblade Skiff received by platinum fan faire attendees is now claimable one per character instead of one per account.

Monday, August 23, 2010

This post isn't intended to be a comprehensive review of EQ2 Extended. In fact, some of what I list below is part of Sentinel's Fate and not limited to EQ2 Extended. However, not having played SF I don't really know the difference. And I'm not going to discuss one of my loves in EQ2, crafting, because I didn't make it to New Halas. But I did get two characters up to level 10, so think of it more like notes I've taken as I start exploring the game instead of any kind of review.

First, I created a human berserker and a half-elf inquisitor. Having never played a half-elf, I didn't realize they have tracking. After doing a few quests, I realized the tank really should have tracking, so I re-rolled, creating a half-elf berserker named Rosemary and a human inquisitor named Noizy. Back to level 1.

Two, a lot of people were playing (including a barbarian guardian named Vanhemlock). I started playing and my inquisitor was in the 11th instance. Pro tip: you can invite other characters across instances (/invite [character name]). Then you can right-click on the character's name in the group to be transported to that instance. I noticed that since I did that the first time that my characters have been logging into the same instance every time.

Appearance. I noticed that when I look at my character that I am using the SOGA model but everyone else is using the original EQ2 character models. I went ahead and set my appearance for both appearances at the character screen. If you want to see all SOGA, all original models, or mix and match, a player has to go to Options and click on Alternate Appearance to select the types of models to view. I'm selecting SOGA, not just because I think half-elves look better, but to make the game feel a bit different than EQ2 Live, since I always used the original models when I played the first time.

Another change is that I was able to use the appearance slots at level 7 instead of level 20. I'm guessing there is no longer a level limitation, but I didn't check it until I hit level 7. And in Sentinel's Fate I think the appearance of the gear got better. Below is a picture of my two characters at level 10 over looking a camp in the Frostfang Sea zone.

Rosemary (left) and Noizy in Frostfang Sea

Okay, so the armor appearance doesn't distinguish between classes. But I think it looks cool, especially with the SOGA models. And the best thing is that I didn't have to buy it out of the cash shop. You can bet that if I ever reactivate my EQ2 Live account that I'll be using the chronomage to get this armor on my ranger.

A New UI. The UI is different than what I was used to last October. For instance, if you want to replace bags, go to your character screen (default is "C"). I had to ask in local how to do that. I'm such a noob!

In-Game Map. The map has undergone a change, with some of the functionality first introduced in Warhammer Online. While not done as well as World of Warcraft, the map does show where to go to find quests. Whether because the directions in the quests are easier to follow or because of the map, I haven't gone to an outside web site for information on quests.

Bag Space. I have Silver accounts, which means I get 3 bag slots on my character plus 3 character bank slots and 2 shared bank slots.And I received a 24 slot bag and 2 4 slot bags starting out. And then fairly quickly I received a 12 slot harvesting bag. Sure, it only holds harvested items, but 12 slots! That is a lot more bag space than I received when starting characters a long time ago. In fact, that's more bag space than I have on my 4 level 16-18 characters in World of Warcraft.

Alternate Achievement. I had heard of the Alternate Achievement slider bar and was looking forward to using it. Apparently the slider bar does not work for Bronze and Silver accounts. For those looking to level lock, the /disable_combat_exp command still works to toggle combat xp gain on and off. Also, experience gain can be toggled on and off by right-clicking on the experience bar and using the menus.

Macros. If you are dual-boxing, you can make your life easier by creating macros. The first thing I did once I got both characters on the same instance was create macros to follow each other. Then I became annoyed at having three bags I could not access always pop up in front of my face every time I hit the B key so I wrote a macro to only show my three usable bags.

Picking Up Shinies. I find that I'm still addicted to picking up collectables (aka shinies) but since I can't put them on the broker I'm leaving ones I don't need for others. I wonder if that will make collecting them easier for everyone in game.

Effects Nerf. I've heard about the effects nerf. I haven't really noticed anything except for transmuting. No more major light show. Of course, I'm playing a berserker and an inquisitor, two classes I have little to no experience with, so I really can't tell how much was toned down.

Character Copy. Quite frankly, I wish that SOE had not allowed characters to transfer from the subscription servers to EQ2 Extended. I realize that with the split in the game into subscription and F2P servers that SOE would have fired up the player base even more if the split had been complete. Also, the fact that some players would pay $35 to copy a character over so that their EQ2 Live subscription would also cover their EQ2 Extended Gold membership was a way to not only make a quick buck but also hang onto subscribers a bit longer. This was especially important with a lot of players believing that SOE was abandoning the subscription servers to whither away and that EQ2 Extended was the wave of the future. But I really liked the idea of having a new server where everyone started over, especially with the new rules brought about by having the limited Bronze and Silver memberships. Having level 90 characters running around this soon is kind of disappointing.

Sunday, August 22, 2010

Having two Silver accounts in EQ2 Extended means that I only get 3 of the 6 normal bag slots. I'm okay with that. What I don't like is that every time I open my bags, the three bag slots that I can't access show up. I'm guessing that this is a subtle hint that if I upgrade my account that I can have all 6 slots. Whatever the reason, I find it annoying. So I pulled out some of my old knowledge of EQ2 and created a macro that would only open the three bag slots I paid for.

For those who have never created a macro, click on the EQII button in the lower left corner of your window. Select Socials and then click on the Macros tab. To begin editing, click where indicated.

The macro is a three command macro. In the Macro Step drop down menu select Command and then click on the Add Step button three times. In the text boxes that appear, type in the commands below.

/bag_open 1 0
/bag_open 1 1
/bag_open 1 2

Once that is done, click on the Test button to make sure the macro works. Once that is done, click the OK button and then drag the icon for your new macro to one of your action bars. If you put it on the first action bar, you can open your bags with one keystroke.

Friday, August 20, 2010

I got into EQ2 Extended last night and made two station accounts which I quickly upgraded to Silver. Right now I have two level 4 characters, a berserker and a inquisitor. I started both in the New Halas starting area since I never played Sentinel's Fate. Right now, my older computer is running on Balanced settings and my newer computer is running on the default settings with Shader 3. That is beautiful.

A couple of things I noted. First, the game is streamed onto my computer, which meant I got to play right away. I liked that in Free Realms and I like it now, even if it is causing lag on my older computer. But that just may be my anti-virus software. You can see when data is downloaded because a cute little dragon appears and you get to see the rate at which the data is downloading.

The other real quick item of note is that the default character appearance are the SOGA models. I'm going with the SOGA models just because I like those models for half-elves over the original models and my inquisitor is a half-elf. Yes, I may not be playing the game right with that choice, but I'm not buying a racial pack this early in the beta.

Wednesday, August 18, 2010

With EQ2 Extended delayed a day, I have time to write about some of the podcasts I've listened to over the last week. I listened to The Instance #199, which was interesting because Scott and Randy talked a bit about playing Eve Online. Randy plays Eve alone, but you can't say he doesn't understand that MMOs are supposed to be played with others since his guild, AIE, is the largest guild in World of Warcraft. I can say from first-hand experience that flying around high-sec is relaxing. Well, at least when you're flying cheap ships not carrying anything of value anyway. I'm looking forward to show #200 which should come out around August 24th.

I also listened to WoW Insider #151 and their coverage of the Cataclysm beta. I enjoy listening to them and am falling behind listening to the podcast. I need to learn how to use iTunes better.

Speaking of falling behind, I listened to Van Hemlock #114 and their discussion about game reviews sparked by Blizzard not allowing reviewers to play Starcraft 2 before release. With summer comes Jon taking a break from looking at gaming news so there will only be one Van Hemlock podcast every week.

With my crazy work and travel schedule I missed The Dellmon leaving EQ2s-day. But he's back on a new podcast, EQ2 Talk. The fifth podcast was released a couple of days ago, so I have some catching up to do. The podcast will go very nicely with my jumping into EQ2 Extended.

And of course I'm listening to Eve Online podcasts as well. I was going to listen to Kirith's latest Broadcasts from the Ninveah podcast but since he plugged the Not Alot of News Newshour'sinterview with CCP xHagen, I started to listen to that instead. I'll have to finish listening soon, but I had to catch some sleep. So many podcasts and so little time.

Tuesday, August 17, 2010

This just in: the launch of the beta for EQ2 Extended is delayed one day until tomorrow. Which is too bad since my WoW server, Darrowmere, is one of the servers that will be down all day today in preparation for Cataclysm.. Also tomorrow is the deployment of patch 1.0.4 for Eve Online: Tyrannis. TQ is scheduled to be down from 11:00 GMT to 13:30 GMT. I better make sure I have some long skills queued up for training because the announcement post didn't say 13:30 GMT of what day.

Monday, August 16, 2010

... do level 4 mining missions. I started doing level 4 missions for Core Complexion last Tuesday and of course had to do a level 4 mining mission. After all, how could I complain about something if I had never done it, right?

I actually did 3. The first time I fumbled around and then developed a plan for the second mission I did. I set up Wandering Rose in a Covetor and Rosewalker switching between a Scythe and a Mammoth. The mission still took an hour to complete and I was pretty sure I would never do another level 4 mining mission.

Then the third mission presented itself. Ice harvesting. I'd never done that before. So I flew to Rens, picked up ice harvesters for my Covetor, and set out to havest some worthless ice. That took about an hour to complete also.

Ice Harvesting

Most of the time I've done courier missions and even two kill missions in a shield-tanked Hurricane. The courier missions were fun and provided practice flying my Prowler. I even ducked into two low-sec systems to make deliveries. For this carebear, that was an adventure.

Fighting the Angel Cartel

The kill missions were an adventure. In the first one, Smuggler Interception, I faced Angel Cartel Machariels, battleships that were very popular in Alliance Tournament VIII.

In the second kill mission, Shipyard Theft, I just have to note the actions of the Core High Admiral in the first pocket. I got really excited when I first saw the ship, because I had never seen an NPC with a bounty of 1 million outside the newbie Epic Arc before. So I dispatched the support ships and gave chase to the battleship. The High Admiral stopped short of a group of ships, allowing me to engage the High Admiral. A bait ship? You betcha. A group came flying past the High Admiral and started pounding on me. I quickly beat a hasty retreat, but in the span of about 30 seconds I lost a quarter of my shields before getting the situation under control again. The High Admiral? He stayed in place and started repping himself.

I still had to deal with the High Admiral. So after dispatching the support ships in that group, I began a 1v1 with a regular Admiral in a battleship. I started circling the Admiral and sure enough, the High Admiral slipped behind me, putting me in a cross-fire. With the High Admiral having repped all of his shields and some of his armor, I made the decision to rush the Admiral in the hope I could outrun the damage from the High Admiral. That plan worked, but by the time I could turn around, all the damage I had inflicted on the High Admiral had been repaired. Aargh! But at least I was able to finally kill the stubborn battleship before it could link up with the last three battleships in the pocket.

The important part of the last week's mission running is that Wandering Rose's faction with Core Complexion went up from 6.04 to 6.37 since last Tuesday. Perfect refining is finally within sight.

Sunday, August 15, 2010

I first heard of A Tale in The Desert on The Van Hemlock podcast. From listening to Tim and Jon I gathered that if I wanted to play the game, I would need to start playing at the beginning of a telling. The new telling, #5, began on 7 August. Toboldhasjumpedintothegame and I heard on Van Hemlock #115 that Jon is playing again. But here is the passage from Tobold's latest post that had me actually downloading the game.

"Don't be fooled by the lack of combat in A Tale in the Desert. The possibilities to harm your fellow players in ATitD are huge, and make EVE look like a game for wussies [emphasis mine]. Have you ever noticed that all the big stories you hear about EVE aren't actually about PvP in the form of ship combat, but involve things like infiltrating guilds, betrayal, and bank scams? A Tale in the Desert eliminates the combat part and goes directly for the throat, forcing players to interact with each other socially, with the stakes being higher than in any other game. In A Tale in the Desert players can even be voted out of the game, being banned by the demi-pharaoh, a player elected by the other players. And it is exactly *because* players have such huge potential to harm each other that A Tale in the Desert often plays so much more civilized than other games. If being a jerk can have serious negative consequences for a player, then he might be thinking twice about it."

With 24 hours of game play free before being asked to pay a subscription, I have to at least try the game, if only to say I play all the good crafting games. I completed the tutorial this morning and here are my initial impressions.

Movement - Movement is point and click on the spot you want to go to. It takes some getting used to if you are used to the WASD movement of most Western MMOs. I've found that I actually adjust my camera view a lot to make travel easier.

Harvesting - Unlike all the other MMOs I've played, resource nodes are not always visible on the ground. Going through the tutorial I needed to harvest slate, which was only visible to harvest when an icon appeared in the upper-left hand corner of my screen. I have the feeling this is only true for resources found in the ground; I had no problems finding wood. In other words, the harvesting system is a bit more realistic.

Learning skills - At least in the beginning, skills are learned two ways. Initially, the skill is learned from a university. After that, skills are improved upon by actually doing the task. And you can fail at doing a task and lose your harvested materials if your skill level is low enough.

Zoning - No, I'm not referring to instancing. ATitD looks like it has zoning laws. At least I couldn't build a work bench (okay, I forget the actual name) within 300 feet of a university. I'll be interested to see more about zoning in the game.

Those are just some quick impressions after about one hour of play. A Tale in the Desert is an intriguing game and if the EverQuest 2 Extended beta were not coming out this week, I might actually commit myself to making it my #2 MMO. As it is, I'll have to wait and see.

Friday, August 13, 2010

Wow! Just thought I would post this update to the 3.0.3 patch notes I posted for Runes of Magic this morning. Apparently players were not happy and the mana changes were rolled back without giving players in the U.S. advanced notice. Here is a copy of the explanation.

Hello Runes of Magic Community.

In regard to our latest Patch 3.0.3 and the change of spell casting cost I want to give you an explanation about the reason behind all of this.

As many of you are aware, the spell cost has been changed with Patch 3.0.3 from a standard single value cost to a new formula. The new cost is a combination of a base cost plus a percentage of your total mana pool. The percentage can vary between 1% to 6% depending on the spell. This is not a class specific change as it does affect all spells (it does however affect magic users more).

Our reason behind this change was that as the game lost a lot of it’s previous challenge with a mana pool outgrowing eventually the cost of spells, therefore causing no small amount of our players having “infinite” mana pools. Once you no longer have to be afraid of running out of mana by not drinking a potion or waiting for the cooldown from drinking a potion, an important part of strategy in the game is being removed.

That would just result in spamming spells without the need to decide when to take that special potion and basic strategies of deciding which spells to use on which targets first would no longer matter. For example: some healers were able to spam group heal constantly without the need to watch their mana anymore at any level of difficulty.

The next problem caused by this old system is to decide how to design new content and still being able to offer you a worthy challenge. Do we design for the average players who will have to watch their mana or do we design for the super strong player base who does not need to worry?

After carefully evaluating all possible new methods our final solution was to introduce a percentage cost into the spells. This would ensure that players would have to watch their mana supplies and cast with some strategy in their mind. Players that have a larger mana pool can still cast more times than those who have less.

Thanks to the feedback of the Runes of Magic Community and Frogster we have been able to shape the game in the past and hope to continue this way for the future.

We are convinced about the logic and need behind the new way how to manage mana cost, but we have decided to take back the changes for further evaluation. So until we have finished improving the scaling system of how mana will be reduced we will restore it to the old ways.

I still occasionally follow what is happening in Runes of Magic. Patch 3.0.3 came out on Tuesday and I'm patching the game today and might take a look when I get home tonight. I'm wondering if my level 7 druid will get the new beginners' pixie pet. Probably not.

The one thing I was a little surprised at is that you needed to log onto the forums in order to see the patch notes. What's up with that? So I'm going to maybe take a risk and post the patch notes here. Please forgive the formatting; I'm posting this right before running off to work.

General bug fixing
· Elven Island:
Players were getting stuck at an area near the Haven Departure
· Malatina’s Course of Terror:
In that short moment between the point after you click on the cannon platform to confirm that you want to fire the cannon and the point where you receive the skill – if you click on the cannon platform yet again, a confirmation dialog will appear, thus allowing the player to launch the cannon twice – this problem was fixed.
· When players got the “Big Ripper” buff from “Teeth of the Reef”, and their HP was fully restored, the Teeth of the Reef did not disappear.
· Fixed the special effects of the following skills which would activate themselves repeatedly/again:

Quests
· Daily Q.: More Clotheslines, Get Rid of Even More Disgusting Insects and Even More Lavender Sprigs
o Before: Did not give Phirius Tokens
o After: Give 10 Phirius Tokens

General Adjustments
· All hirable housekeepers' fatigue value should now properly degrade over time.
· Guild Siege Wars:
o New Guild Rule: After leaving a guild, you have to wait 1 hour (cooldown) before you can join a guild again.
o Every night from 8pm-9pm, when Guild Wars are taking place, guilds will temporarily be unable to accept new members.
o The castle gates are now more effective at reducing the damage received. Effectiveness of city gates raised from 90 to 99.
· Pet production system
o Before: The maximum value for “Automatic Production” was 999. However, some “Production Items” had a max value of 100, and would stop being produced when the limit of 100 was reached.
o After: The max value of all “Production Items” has been set at 999, the same as the max value for “Automatic Production”, ensuring that the automatic production process will not be interrupted.
· Ancient Mementos now have a max limit of 3000
· NPC: “Kawak Angerfang” changed to “Drake Angerfang”
· Items sold in the Obsidian Stronghold by the Honor Materials Merchant Fey Woram:
o Bitterleaf Bundle: Price was 221 Gold, 4 Honor Points > Price is now 185 Gold, 3 Honor Points
o Moxa Bundle: Price was 185 Gold, 3 Honor Points > Price is now 221 Gold, 4 Honor Points
· Every character mounting a “Flying Rune Disk” should now have the appropriate animation while on the disk.
· No information is displayed in the attributes field in the character info interface when a character’s main class is “Warden.” This has been resolved.
· The Public Encounter display will now properly update immediately on re-entering the encounter area.
· The "Your Notes" column has been removed from the Rankings overview.
· The “Surging Crossbow” now has the proper range assigned to it.
· Tooltips and descriptions have been added to some level 53 potions and their respective buff effects.

Equipment
· Adjustments to Equipment in the Instance – Lair of the Demon Dragon
o Eclipse Cape
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Magic Cape
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Eclipse Scarf
Originally: physical defense 169, magical defense 241
Corrected: physical defense 869, magical defense 941
o Catastrophe Hood
Originally: physical defense 193, magical defense 217
Corrected: physical defense 893, magical defense 917
o Iron Helmet
Originally: physical defense 217, magical defense 193
Corrected: physical defense 917, magical defense 893
o Magic Heavy Helmet
Originally: physical defense 241, magical defense 169
Corrected: physical defense 941, magical defense 869
o Eclipse Shoulder Pads
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Catastrophe Shoulder Guards
Originally: physical defense 86, magical defense 96
Corrected: physical defense 786, magical defense 796
o Flame Dragon Protector
Originally: physical defense 857
Corrected: physical defense 1557
o Spirit Wall
Originally: physical defense 857
Corrected: physical defense 1557
o Iron Shoulder Armor
Originally: physical defense 96, magical defense 86
Corrected: physical defense 796, magical defense 786
o Magic Heavy Shoulder Guards
Originally: physical defense 107, magical defense 75
Corrected: physical defense 807, magical defense 775
Quests
· The Goddess’ Redemption
o Before: After completing The Goddess’ Redemption, the NPC Rezibi will call Narfas, but if the game is forcefully closed before Narfas appears, the quest will remain uncompleted (even though it has been). However, when the player logs on again, Narfas still does not appear, and hence the player will be unable to accept the quest “Divine Envoy – Narfas”.
o After: added an item to circumvent the problem by triggering a script. Once the player completes the quest The Goddess’ Redemption, even if the game is forcefully closed (e.g. if the player’s computer hangs), when he logs in again, Narfas will appear.
· A Hero’s Name
o Before: After completing the quest, if the game is forcefully ended while the plot is still playing out, and the player logs in again, he will be unable to accept the succeeding quest Checking Eduth.
o After: The prerequisite quest flag for Checking Eduth has been removed, such that when players now complete A Hero’s Name, even if their computer hangs and the game is forcefully closed, they will still be able to accept the quest Checking Eduth when they log in again.
· All seven daily quests related to the "Relics of Bymorsh" Public Encounter do now grant Phirius Tokens.
· Provocation
o Before: Players with Ver 3.0.2 could accept this quest.
o After: Players need Ver 3.0.3 to get this quest
Items
· Nobodies’ Rum
o Before: Nobodies’ Rum gave a movement speed boost and restored 1 HP every 3s.
o After: Nobodies’ Rum no longer gives a speed boost, and no longer restores HP.
· Lemon Vodka
o Before: During the effect period of Lemon Vodka you could cast spells and it restored 1 MP every 3s.
o After: During the effect period of Lemon Vodka you cannot attack & cannot cast spells & cannot use items and it does not restore MP.
· Public Encounter: Explore the Ruins of Bymorsh
o Before: After successfully completing the 4th stage of this PE, a confirmation dialog immediately appears asking the player if he wants to be transported
o After: After successfully completing the 4th stage of this PE, a confirmation dialog appears asking the player if he wants to be transported after approx. 2s
· Item Adjustments: If a player returns to Miller’s Ranch after having used Home-sweet-homes and Guild Castle Transport Stones there, he will be unable to leave the zone (Miller’s Ranch).
o Before: Players can use them at Miller’s Ranch
o After: Players cannot use them at Miller’s Ranch
Misc.
· Warnorken Arena (Instance): The additional ability “Illusion of Competition VIII” did not have a name, this has been fixed.

· New
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage by 1%.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage, and reduces own received physical damage and received magical damage by 6.2%.
o Old costNew cost: 1%+60MP

Prayer
· Old
o At level 1: increases Water resistance 2, and Water magical damage by 5%.
o At level 58: increases Water resistance 25, and Water magical damage by 63%.
· New
o At level 1: increases Water resistance 2, and Water magical damage by 5%.
o At level 50: increases Water resistance 25, and Water magical damage by 63%.
o Limited up to level 50.

Hall of Dead Heroes
· Old
o If you die within 10 minutes, all party members in range will receive a 30 seconds buff that absorbs 800 damage and increases movement speed by 10%.
· New
o After use, all party members within range will receive the Hall of Dead Heroes effect. If any party member with the Hall of Dead Heroes effect dies, the other group member with this effect will receive protection. Physical damage decreased by 5%, magical damage decreased by 5%, and movement speed increased by 30%.